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-   -   Mod for the game, but not just an image mod (http://forum.shrapnelgames.com/showthread.php?t=27045)

Zeichnete December 16th, 2005 07:47 PM

Mod for the game, but not just an image mod
 
I have been working on a mod for SEIV and I would like feedback as to whether it is something that people would want or not.

Here are some things I plan to add to the game.

New types of facilities:

Cities- Have you ever wanted to build huge cities on your planet? Well now you can. In this mod there will be five types of cities, each providing huge benefits to those that have taken the time to build them. Cities have long build times(on average 10 years) and high resource cost, but have huge benefits. Cities are specialized to provide only advantages in their specific area, ei Intelligence cities provide a huge increase in intelligence generation. The only limit to city construction is the facility limit for the planet. You can have an entire planet that is nothing but cities if you wanted to. The cities portion of this mod has been completed, and all five cities have been beta tested and work well.

Zones- Zones will provide space areas on a planet. Zones are special areas on a planet that will only be used for weapons platforms, troop facilities, recreation etc.. The areas zoned for military will designated a certain part of the planet specifically for military things. If that in confusing in short it will provide more cargo space, a lot more then a cargo facility because it is an open area of land. Ideal for supporting more weapons platforms. Also zones deemed recreational will provide your people areas for fun, which will increase happiness. There will be other zones as well. Work on zones has not yet began but is the next part to be made.

Core Implants- Wanna get a really good planetary bonus? These are the things for you then. Core implants are massive, expensive, and powerful structures placed around the core of a planet. I want say yet what these will be but trust me they will be good. Work has not yet begun on these.

There will be more facility types added, but as the mod is only a little ways into development information will not be made available yet, but I will keep you updated.

New components:

I plan to add many new components but work and details on them will not be given until the facilities part of the mod is complete.

New empires:

I will be adding empires, complete with race portraits/ship styles abotained from various sources. They will complete with lots of info, ship/base/fighter/troop etc.. designs, ship types, and colony types.

The following empires are planned for the mod:
The Conoleasion Empire
Arachnid Imperium
Shardian Collective
and more

If all goes will Ai will also be added to these empires.

Also for the mod I have changed many things. One of them is planetary facility limit has been doubled. Other things have also been changed and will be changed. I will keep you updated.

Also I have decided to have fun with this and created some new demeanors, traits and happiness types. These are purely for fun.

In short I am enjoying my work on this and would like feedback as to what people think of this mod and the ideas with it. Also I am open to suggestions. If you have any ideas for a type of facility or anything just let me know.

Thanks for taking time to reading this and I look forward to a response.

ps I am not good on spelling and grammar so if there were any mistakes just overlook them.

Ed Kolis December 16th, 2005 08:41 PM

Re: Mod for the game, but not just an image mod
 
How do you plan to implement zones? Cargo space is just cargo space in SE4; there's no concept of "troop cargo" vs. "weapons platform cargo" for instance...

Zeichnete December 17th, 2005 02:12 AM

Re: Mod for the game, but not just an image mod
 
You are right there is no distinction cargo is cargo, what i meant was that a military zone can be used for whatever is needed. Example if you need room for weapons platforms then it is there, or whatever you need room for. Now a military zone will provide more space then a cargo facility, and also, as another incentive to build then zone rather then a cargo facility, Military zones will provide slight defensive bonuses for ground units.

Thanks for your comment and i hope that answered your good question/point.

Fyron December 17th, 2005 04:04 AM

Re: Mod for the game, but not just an image mod
 
Quote:

Military zones will provide slight defensive bonuses for ground units.

As covered in SEIV Modding 101, the ability you are thinking of does not actually work.

Puke December 17th, 2005 08:26 AM

Re: Mod for the game, but not just an image mod
 
really? thats a shame - ive used it before. cursed undocumented non-working abilities.

Zeichnete December 17th, 2005 01:36 PM

Re: Mod for the game, but not just an image mod
 
1 Attachment(s)
Well i never noticed that before but you are right the ability, Planet - Change Ground Defense doesnt work. Well that stinks, and well that means that i cant do what i was thinking about doing which was designing a facility called a fortress, which would have had this ability in a high number. Well i thank you for pointing that out. In all honesty i have not read all of the modding manual yet.

Also the following facilities have been completed:

Resource City
Intelligence City
Research City
Population City
Engineer City

Military Zone
Recreation Zone

Planetary Battle Academy
Planetary Strategic Academy
Up-link Battle Academy
Up-Link Strategic Academy

Planetary Fighter Bay
Starport

Ed Kolis December 17th, 2005 02:04 PM

Re: Mod for the game, but not just an image mod
 
Planetary fighter bay? What's that do?

Intimidator December 17th, 2005 03:06 PM

Re: Mod for the game, but not just an image mod
 
Quote:

Zeichnete said:
Well i never noticed that before but you are right the ability, Planet - Change Ground Defense doesnt work. Well that stinks, and well that means that i cant do what i was thinking about doing which was designing a facility called a fortress, which would have had this ability in a high number. Well i thank you for pointing that out. In all honesty i have not read all of the modding manual yet.

Also the following facilities have been completed:

Resource City
Intelligence City
Research City
Population City
Engineer City

Military Zone
Recreation Zone

Planetary Battle Academy
Planetary Strategic Academy
Up-link Battle Academy
Up-Link Strategic Academy

Planetary Fighter Bay
Starport



- You can still give your fortress an planetary shield amount (simulating the extra defense bonus)

Inti,

Zeichnete December 20th, 2005 11:49 PM

Re: Mod for the game, but not just an image mod
 
1 Attachment(s)
my plains for the fighter bay include more storage space, now you can put any unit in this space, but still it is more space. Also it will allow you to be able to launch a large amount of fighters per combat turn. This way if you have a lot of fighters, and fighter bays, you can launch a whole lot of fighters in a single turn rather then having to launch a few every turn.

And the idea of making a fortress provide a shielding bonus is a good idea. Now if only i could get a frotress to fire weapons on ground attackers. I dont even know if that can be done.

Fyron December 21st, 2005 01:23 AM

Re: Mod for the game, but not just an image mod
 
Only troops fire weapons in ground combat. Not even Weapon Platforms can do so.


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